removed synapse type
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145e033d4c
commit
a3d49e330f
@ -26,6 +26,7 @@ public class NanoBrain_Editor : Editor {
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Debug.Log($"Layercount = {this.layers.Count}");
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}
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#endregion Start
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#region Update
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@ -46,10 +47,10 @@ public class NanoBrain_Editor : Editor {
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return;
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NeuroidLayer currentLayer = new() { ix = layerIx };
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foreach (Neuroid outputNeuroid in selectedNucleus.outputNeuroids) {
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foreach (Neuroid outputNeuroid in selectedNucleus.receivers) {
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if (outputNeuroid != null) {
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AddToLayer(currentLayer, outputNeuroid);
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Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
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// Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
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}
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}
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if (currentLayer.neuroids.Count > 0) {
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@ -60,14 +61,14 @@ public class NanoBrain_Editor : Editor {
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AddToLayer(currentLayer, selectedNucleus);
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this.layers.Add(currentLayer);
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Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
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// Debug.Log($"layer {layerIx} nucleus {selectedNucleus.name}");
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layerIx++;
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currentLayer = new() { ix = layerIx };
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foreach (Nucleus input in selectedNucleus.synapses.Keys) {
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AddToLayer(currentLayer, input);
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Debug.Log($"layer {layerIx} nucleus {input.name}");
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// Debug.Log($"layer {layerIx} nucleus {input.name}");
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}
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if (currentLayer.neuroids.Count > 0) {
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this.layers.Add(currentLayer);
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@ -110,32 +111,32 @@ public class NanoBrain_Editor : Editor {
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Vector2Int layerNeuroidPos = this.neuroidPositions[layerNeuroid];
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Vector3 parentPos = new(100 + layerNeuroidPos.x * 100, margin + layerNeuroidPos.y * spacing, 0.1f);
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int i = 0;
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//int i = 0;
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float inputSpacing = 400f / layerNeuroid.synapses.Count;
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float inputMargin = 10 + inputSpacing / 2;
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// foreach (Synapse synapse in layerNeuroid.synapses.Values) {
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// if (synapse.neuroid != null) {
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// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
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int minStale = 10000;
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foreach ((Nucleus nucleus, float weight) in layerNeuroid.synapses) {
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if (this.neuroidPositions.ContainsKey(nucleus)) {
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Vector2Int inputNeuroidPos = this.neuroidPositions[nucleus];
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if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
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Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
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// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
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foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
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if (neuroid != null) {
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if (this.neuroidPositions.ContainsKey(neuroid)) {
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Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
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if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
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Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
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float brightness = synapse.weight / 10.0f;
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Handles.color = new Color(brightness, brightness, brightness);
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Handles.DrawLine(parentPos, pos);
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}
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float brightness = weight / 10.0f;
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Handles.color = new Color(brightness, brightness, brightness);
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Handles.DrawLine(parentPos, pos);
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}
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}
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if (nucleus is Neuroid neuroid && neuroid.stale < minStale)
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minStale = neuroid.stale;
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}
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if (layerNeuroid.synapses.Count > 0 && minStale > 2 && layerNeuroid.stale < 3)
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Debug.LogWarning($"Strange {minStale} is big duing update");
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float size = 20;
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if (layerNeuroid.IsStale())
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Handles.color = Color.black;
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Handles.color = Color.darkCyan;
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else {
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float brightness = layerNeuroid.outputValue.magnitude / maxValue;
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Handles.color = new Color(brightness, brightness, brightness);
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@ -154,16 +155,16 @@ public class NanoBrain_Editor : Editor {
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Event e = Event.current;
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EventType et = e.GetTypeForControl(id);
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if (e != null && neuronRect.Contains(e.mousePosition)) {
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// Process Hover
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HandleMouseHover(layerNeuroid, neuronRect);
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// Process click
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Debug.Log($"{et}");
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if (et == EventType.MouseDown && e.button == 0) {
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// Consume the event so the scene doesn't also handle it
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e.Use();
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HandleDiscClicked(layerNeuroid);
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}
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}
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i++;
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//i++;
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}
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}
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}
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@ -199,5 +200,19 @@ public class NanoBrain_Editor : Editor {
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BuildLayers();
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}
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protected virtual void OnSceneGUI() {
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NanoBrain brain = target as NanoBrain;
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if (brain == null)
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return;
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// Debug.DrawRay(brain.transform.position, Vector3.forward, Color.magenta);
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// Handles.color = Color.green;
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// Handles.DrawLine(brain.transform.position, brain.transform.position + Vector3.up);
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Vector3 position = brain.transform.position;
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Handles.color = Color.yellow;
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Vector3 worldForce = brain.transform.TransformDirection(this.currentNucleus.outputValue);
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Debug.DrawRay(position, worldForce * 10, Color.yellow);
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}
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#endregion Update
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}
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@ -40,7 +40,7 @@ public class GraphEditorWindow : EditorWindow {
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return;
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NeuroidLayer currentLayer = new() { ix = layerIx };
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foreach (Neuroid outputNeuroid in selectedNucleus.outputNeuroids) {
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foreach (Neuroid outputNeuroid in selectedNucleus.receivers) {
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if (outputNeuroid != null) {
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AddToLayer(currentLayer, outputNeuroid);
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Debug.Log($"layer {layerIx} nucleus {outputNeuroid.name}");
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@ -63,7 +63,8 @@ public class GraphEditorWindow : EditorWindow {
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// foreach (Synapse synapse in selectedNucleus.synapses.Values) {
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// Debug.Log($"Synapse {six}");
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// Nucleus input = synapse.neuroid;
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foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
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//foreach ((Nucleus input, Synapse synapse) in selectedNucleus.synapses) {
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foreach ((Nucleus input, float weight) in selectedNucleus.synapses) {
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if (input != null) {
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AddToLayer(currentLayer, input);
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Debug.Log($"layer {layerIx} nucleus {input.name}");
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@ -103,8 +104,8 @@ public class GraphEditorWindow : EditorWindow {
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// If the output neuroid is visited
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// Note: this does not yet work for multiple outputs yet (see the use of First())
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if (neuroid.outputNeuroids.Count == 0 // make sure the root neuroids are processed directly
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|| (neuronVisited.Contains(neuroid.outputNeuroids.First()) && neuroid.outputNeuroids.First().layerIx == layerIx - 1)) {
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if (neuroid.receivers.Count == 0 // make sure the root neuroids are processed directly
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|| (neuronVisited.Contains(neuroid.receivers.First()) && neuroid.receivers.First().layerIx == layerIx - 1)) {
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// Add it to the next layer
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currentLayer.neuroids.Add(neuroid);
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neuroid.layerIx = layerIx;
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@ -180,14 +181,16 @@ public class GraphEditorWindow : EditorWindow {
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// if (this.neuroidPositions.ContainsKey(synapse.neuroid)) {
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// Vector2Int inputNeuroidPos = this.neuroidPositions[synapse.neuroid];
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foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
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//foreach ((Nucleus neuroid, Synapse synapse) in layerNeuroid.synapses) {
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foreach ((Nucleus neuroid, float weight) in layerNeuroid.synapses) {
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if (neuroid != null) {
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if (this.neuroidPositions.ContainsKey(neuroid)) {
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Vector2Int inputNeuroidPos = this.neuroidPositions[neuroid];
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if (inputNeuroidPos.x == layerNeuroidPos.x + 1) {
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Vector3 pos = new(100 + inputNeuroidPos.x * 100, inputMargin + inputNeuroidPos.y * inputSpacing, 0.0f);
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float brightness = synapse.weight / 10.0f;
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//float brightness = synapse.weight / 10.0f;
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float brightness = weight / 10.0f;
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Handles.color = new Color(brightness, brightness, brightness);
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Handles.DrawLine(parentPos, pos);
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}
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@ -274,7 +277,7 @@ public class GraphEditorWindow : EditorWindow {
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if (neuroid == null)
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this.allNeuroids = new();
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else
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this.allNeuroids = neuroid.net.neuroids;
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this.allNeuroids = neuroid.brain.neuroids;
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Debug.Log($"Neuroncount = {this.allNeuroids.Count}");
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@ -9,7 +9,7 @@ public class NanoBrain : MonoBehaviour {
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return neuroid;
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}
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public void Update() {
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public void UpdateNeurons() {
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foreach (Neuroid neuroid in neuroids) {
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neuroid.stale++;
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if (neuroid.IsStale())
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@ -1,137 +1,90 @@
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public class Synapse {
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public Synapse(Nucleus neuroid, float weight = 1.0f) {
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//this.neuroid = neuroid;
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this.weight = weight;
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}
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//public Nucleus neuroid;
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public float weight;
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}
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// public class NeuroidNetwork {
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// public List<Neuroid> neuroids = new();
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// public Neuroid AddNeuron(string name) {
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// Neuroid neuroid = new(this, name);
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// return neuroid;
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// }
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// public void Update() {
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// foreach (Neuroid neuroid in neuroids) {
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// neuroid.stale++;
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// if (neuroid.IsStale())
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// neuroid.outputValue = Vector3.zero;
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// }
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// }
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// }
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public class Neuroid : Nucleus {
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public int stale = 0;
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//public Vector3 outputValue;
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public bool average = false;
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//public bool quadratic = false;
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public bool inverse = false;
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public float exponent = 1.0f;
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//public NeuroidNetwork net;
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public NanoBrain net;
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public NanoBrain brain;
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// public Neuroid(NeuroidNetwork net, string name) : base(name) {
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public Neuroid(NanoBrain net, string name) : base(name) {
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this.net = net;
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if (this.net != null)
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this.net.neuroids.Add(this);
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public Neuroid(NanoBrain brain, string name) : base(name) {
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this.brain = brain;
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if (this.brain != null)
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this.brain.neuroids.Add(this);
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else
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Debug.LogError("No neuroid network");
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}
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public void AddSynapse(Neuroid input) {
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input.AddReceiver(this);
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this.synapses[input] = new(input);
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}
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// public void AddReceiver(Neuroid receiver) {
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// this.outputNeuroids.Add(receiver);
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// }
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public void ResetWeights() {
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foreach (Synapse synapse in this.synapses.Values)
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synapse.weight = 1.0f;
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this.synapses[input] = 1.0f;
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}
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public void SetWeight(Neuroid input, float weight) {
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if (this.synapses.ContainsKey(input)) {
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this.synapses[input].weight = weight;
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}
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else {
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this.synapses[input] = new(input, weight);
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}
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this.synapses[input] = weight;
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}
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public void GetInputFrom(Neuroid input, float weight = 1.0f) {
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input.AddReceiver(this);
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this.synapses[input] = new(input, weight);
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this.synapses[input] = weight;
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}
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public void SetInput(Neuroid input) {
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if (this.synapses.ContainsKey(input) == false)
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this.synapses[input] = new(input);
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this.synapses[input] = 1.0f;
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UpdateState();
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}
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public void SetInput(Neuroid input, float weight) {
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if (this.synapses.ContainsKey(input)) {
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Synapse synapse = this.synapses[input];
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synapse.weight = weight;
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}
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else
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this.synapses[input] = new(input, weight);
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this.synapses[input] = weight;
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UpdateState();
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}
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public void RemoveInputFrom(Neuroid input) {
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if (this.synapses.Count == 0)
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return;
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this.synapses.Remove(input);
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if (this.synapses.Count == 0) {
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// In case this was the last synapse, we reset the output because in this case no updates from synapses will follow.
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this.outputValue = Vector3.zero;
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foreach (Neuroid neuroid in this.outputNeuroids)
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foreach (Neuroid neuroid in this.receivers)
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neuroid.SetInput(this);
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}
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}
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public virtual void UpdateState() {
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// int minStale = 10000;
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Vector3 result = Vector3.zero;
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foreach ((Nucleus nucleus, Synapse synapse) in this.synapses) {
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// foreach (Synapse synapse in this.synapses.Values) {
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// if (synapse.neuroid == null)
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// Debug.LogWarning(" disconnected synapse");
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// if (synapse.value != synapse.neuroid.outputValue)
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// Debug.LogWarning("synapse value error");
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// Vector3 direction = synapse.value.normalized;
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// float magnitude = synapse.value.magnitude;
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// Vector3 direction = synapse.neuroid.outputValue.normalized;
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// float magnitude = synapse.neuroid.outputValue.magnitude;
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foreach ((Nucleus nucleus, float weight) in this.synapses) {
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if (nucleus is Neuroid neuroid && neuroid.IsStale())
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continue;
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Vector3 direction = nucleus.outputValue.normalized;
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float magnitude = nucleus.outputValue.magnitude;
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magnitude = synapse.weight * Mathf.Pow(magnitude, exponent);
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magnitude = weight * Mathf.Pow(magnitude, exponent);
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if (inverse && magnitude > 0)
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magnitude = 1 / magnitude;
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result += direction * magnitude;
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// if (nucleus is Neuroid neuroid && neuroid.stale < minStale)
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// minStale = neuroid.stale;
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}
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if (average && this.synapses.Count > 0)
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result /= this.synapses.Count;
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this.outputValue = result;
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foreach (Neuroid neuroid in this.outputNeuroids)
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neuroid.SetInput(this);
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// if (minStale > 2)
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// Debug.LogWarning($"Strange {minStale} is big duing update");
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this.stale = 0;
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foreach (Neuroid receiver in this.receivers)
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receiver.SetInput(this);
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}
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public bool IsStale() {
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@ -4,9 +4,9 @@ using UnityEngine;
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public class Nucleus {
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public string name;
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public readonly Dictionary<Nucleus, Synapse> synapses = new();
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public HashSet<Neuroid> outputNeuroids = new();
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public virtual Vector3 outputValue {get; set; }
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public readonly Dictionary<Nucleus, float> synapses = new();
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public HashSet<Neuroid> receivers = new();
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public virtual Vector3 outputValue { get; set; }
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public int layerIx;
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@ -15,7 +15,9 @@ public class Nucleus {
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}
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public virtual void AddReceiver(Neuroid receiver) {
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this.outputNeuroids.Add(receiver);
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receiver.synapses[this] = new(this);
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//Debug.Log($"add receiver to {this} for {receiver} {receiver.GetHashCode()} {this.receivers.Count} {receiver.synapses.Count}");
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this.receivers.Add(receiver);
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receiver.synapses[this] = 1.0f; // new(this);
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//Debug.Log($"receiver # {this.receivers.Count} synapse count {receiver.synapses.Count}");
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}
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}
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@ -32,7 +32,7 @@ public class Perception : Nucleus {
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foreach (SensoryNeuroid neuroid in sensoryNeuroids) {
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if (neuroid != null) {
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neuroid.AddReceiver(receivingNeuroid);
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receivingNeuroid.synapses[neuroid] = new(neuroid, weight);
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receivingNeuroid.synapses[neuroid] = weight; // new(neuroid, weight);
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}
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}
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}
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@ -45,7 +45,7 @@ public class Perception : Nucleus {
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foreach (SensoryNeuroid neuroid in sensoryNeuroids) {
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if (neuroid != null && neuroid.velocityNeuroid != null) {
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neuroid.velocityNeuroid.AddReceiver(receivingNeuroid);
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receivingNeuroid.synapses[neuroid] = new(neuroid);
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receivingNeuroid.synapses[neuroid] = 1.0f; //new(neuroid);
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}
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}
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}
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@ -54,42 +54,64 @@ public class Perception : Nucleus {
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int availableIx = -1;
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int leastInterestingIx = -1;
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for (int i = 0; i < sensoryNeuroids.Length; i++) {
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if (sensoryNeuroids[i] == null || sensoryNeuroids[i].IsStale())
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if (sensoryNeuroids[i] == null)
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availableIx = i;
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else if (sensoryNeuroids[i].receptor.thingId == thingId) {
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sensoryNeuroids[i].receptor.position = localPosition;
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return;
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}
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if (sensoryNeuroids[i] != null) {
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if (leastInterestingIx == -1 || sensoryNeuroids[leastInterestingIx].receptor.position.magnitude > sensoryNeuroids[i].receptor.position.magnitude)
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if (availableIx == -1) {
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if (sensoryNeuroids[i].IsStale())
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leastInterestingIx = i;
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else if (sensoryNeuroids[i] != null) {
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if (leastInterestingIx == -1 || sensoryNeuroids[leastInterestingIx].receptor.position.magnitude > sensoryNeuroids[i].receptor.position.magnitude)
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leastInterestingIx = i;
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}
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}
|
||||
}
|
||||
if (availableIx == -1)
|
||||
availableIx = leastInterestingIx;
|
||||
|
||||
if (availableIx != -1) {
|
||||
// Debug.Log($"new receptor for {thingId}");
|
||||
SensoryNeuroid neuroid = new(neuroidNet, thingId) { name = name };
|
||||
foreach (Receiver receiver in positionReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid);
|
||||
}
|
||||
foreach (Receiver receiver in velocityReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid.velocityNeuroid);
|
||||
}
|
||||
if (sensoryNeuroids[availableIx] != null) {
|
||||
Debug.Log($"replace receptor for {thingId} at {availableIx}");
|
||||
SensoryNeuroid neuroid = sensoryNeuroids[availableIx];
|
||||
neuroid.Replace(thingId);
|
||||
neuroid.name = name;
|
||||
foreach (Receiver receiver in positionReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid);
|
||||
}
|
||||
foreach (Receiver receiver in velocityReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid.velocityNeuroid);
|
||||
}
|
||||
neuroid.receptor.position = localPosition;
|
||||
|
||||
sensoryNeuroids[availableIx] = neuroid;
|
||||
neuroid.receptor.position = localPosition;
|
||||
}
|
||||
else {
|
||||
Debug.Log($"new receptor for {thingId} at {availableIx}");
|
||||
SensoryNeuroid neuroid = new(neuroidNet, thingId) { name = name };
|
||||
foreach (Receiver receiver in positionReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid);
|
||||
}
|
||||
foreach (Receiver receiver in velocityReceivers) {
|
||||
if (receiver.thingType == 0 || receiver.thingType == thingType)
|
||||
receiver.neuroid.GetInputFrom(neuroid.velocityNeuroid);
|
||||
}
|
||||
|
||||
sensoryNeuroids[availableIx] = neuroid;
|
||||
neuroid.receptor.position = localPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveStimulus(int thingId) {
|
||||
for (int i = 0; i < sensoryNeuroids.Length; i++) {
|
||||
if (sensoryNeuroids[i] != null && sensoryNeuroids[i].receptor.thingId == thingId) {
|
||||
foreach (Neuroid outputNeuroid in sensoryNeuroids[i].outputNeuroids)
|
||||
outputNeuroid.RemoveInputFrom(sensoryNeuroids[i]);
|
||||
foreach (Neuroid receiver in sensoryNeuroids[i].receivers)
|
||||
receiver.RemoveInputFrom(sensoryNeuroids[i]);
|
||||
sensoryNeuroids[i] = null;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -40,23 +40,23 @@ public class SensoryNeuroid : Neuroid {
|
||||
this.AddReceiver(velocityNeuroid);
|
||||
}
|
||||
|
||||
public void Replace(int thingId) {
|
||||
this.name = "sensory neuroid";
|
||||
this.receptor.thingId = thingId;
|
||||
this.receptor.value = Vector3.zero;
|
||||
this.outputValue = Vector3.zero;
|
||||
this.receivers = new();
|
||||
this.AddReceiver(velocityNeuroid);
|
||||
}
|
||||
|
||||
public override void UpdateState() {
|
||||
Vector3 result = receptor.value;
|
||||
// SensoryNeuroid normally do not have synapses...
|
||||
// foreach (Synapse synapse in this.synapses.Values) {
|
||||
// if (synapse.neuroid == null)
|
||||
// Debug.LogWarning(" disconnected synapse");
|
||||
// // if (synapse.value != synapse.neuroid.outputValue)
|
||||
// // Debug.LogWarning("synapse value error");
|
||||
// // Vector3 direction = synapse.value.normalized;
|
||||
// // float magnitude = synapse.value.magnitude;
|
||||
|
||||
// Vector3 direction = synapse.neuroid.outputValue.normalized;
|
||||
// float magnitude = synapse.neuroid.outputValue.magnitude;
|
||||
foreach ((Nucleus nucleus, Synapse synapse) in this.synapses) {
|
||||
//foreach ((Nucleus nucleus, Synapse synapse) in this.synapses) {
|
||||
foreach ((Nucleus nucleus, float weight) in this.synapses) {
|
||||
Vector3 direction = nucleus.outputValue.normalized;
|
||||
float magnitude = nucleus.outputValue.magnitude;
|
||||
magnitude = synapse.weight * Mathf.Pow(magnitude, exponent);
|
||||
//magnitude = synapse.weight * Mathf.Pow(magnitude, exponent);
|
||||
magnitude = weight * Mathf.Pow(magnitude, exponent);
|
||||
if (inverse)
|
||||
magnitude = 1 / magnitude;
|
||||
result += direction * magnitude;
|
||||
@ -65,7 +65,7 @@ public class SensoryNeuroid : Neuroid {
|
||||
result /= this.synapses.Count + 1;
|
||||
|
||||
this.outputValue = result;
|
||||
foreach (Neuroid neuroid in this.outputNeuroids)
|
||||
foreach (Neuroid neuroid in this.receivers)
|
||||
neuroid.SetInput(this);
|
||||
this.stale = 0;
|
||||
}
|
||||
@ -82,7 +82,6 @@ public class VelocityNeuroid : Neuroid {
|
||||
|
||||
public override void UpdateState() {
|
||||
// Assuming only one synapse for now....
|
||||
//Vector3 currentPosition = this.synapses.First().Value.neuroid.outputValue;
|
||||
Vector3 currentPosition = this.synapses.First().Key.outputValue;
|
||||
float currentValueTime = Time.time;
|
||||
|
||||
@ -92,10 +91,11 @@ public class VelocityNeuroid : Neuroid {
|
||||
|
||||
// No activation function...
|
||||
this.outputValue = velocity;
|
||||
foreach (Neuroid receiver in outputNeuroids)
|
||||
foreach (Neuroid receiver in receivers)
|
||||
receiver?.SetInput(this);
|
||||
this.stale = 0;
|
||||
|
||||
this.lastValueTime = Time.time;
|
||||
this.lastPosition = currentPosition;
|
||||
}
|
||||
}
|
||||
@ -52,7 +52,7 @@ public class Boid : MonoBehaviour {
|
||||
Vector3 localPosition = neighbour.transform.position - this.transform.position;
|
||||
|
||||
int thingId = neighbour.GetInstanceID();
|
||||
perception.ProcessStimulus(thingId, BoidType, localPosition); //, neighbour.gameObject.name);
|
||||
perception.ProcessStimulus(thingId, BoidType, localPosition, neighbour.gameObject.name);
|
||||
}
|
||||
}
|
||||
|
||||
@ -63,9 +63,9 @@ public class Boid : MonoBehaviour {
|
||||
Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
|
||||
perception.ProcessStimulus(777, BoundaryType, desiredLocalSpace, "Boundary");
|
||||
}
|
||||
else {
|
||||
perception.RemoveStimulus(777);
|
||||
}
|
||||
// else {
|
||||
// perception.RemoveStimulus(777);
|
||||
// }
|
||||
|
||||
Vector3 worldForce = this.transform.TransformDirection(totalForce.outputValue);
|
||||
|
||||
@ -82,7 +82,7 @@ public class Boid : MonoBehaviour {
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
|
||||
}
|
||||
|
||||
neuroidNet.Update();
|
||||
neuroidNet.UpdateNeurons();
|
||||
}
|
||||
|
||||
Vector3 ClosestPointOnBoundsSurface(Bounds b, Vector3 p) {
|
||||
@ -96,18 +96,18 @@ public class Boid : MonoBehaviour {
|
||||
return b.center + d * m;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
if (sc == null)
|
||||
return;
|
||||
Gizmos.DrawWireSphere(this.transform.position, sc.perceptionDistance);
|
||||
Gizmos.color = Color.yellow;
|
||||
Vector3 worldForce = this.transform.TransformDirection(totalForce.outputValue);
|
||||
Gizmos.DrawRay(transform.position, worldForce * 10);
|
||||
// Gizmos.color = Color.magenta;
|
||||
// Gizmos.DrawRay(transform.position, this.transform.TransformDirection(avoidance.outputValue) * 10);
|
||||
// Debug.Log($"Avoidance {roaming.avoidance.outputValue} Roaming {roaming.output.outputValue} Total {totalForce.outputValue}");
|
||||
// Debug.Log($"WorldForce {worldForce} velocity {velocity} inertia {sc.inertia}");
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawRay(transform.position, this.velocity * 10);
|
||||
}
|
||||
// void OnDrawGizmosSelected() {
|
||||
// if (sc == null)
|
||||
// return;
|
||||
// Gizmos.DrawWireSphere(this.transform.position, sc.perceptionDistance);
|
||||
// Gizmos.color = Color.yellow;
|
||||
// Vector3 worldForce = this.transform.TransformDirection(totalForce.outputValue);
|
||||
// Gizmos.DrawRay(transform.position, worldForce * 10);
|
||||
// // Gizmos.color = Color.magenta;
|
||||
// // Gizmos.DrawRay(transform.position, this.transform.TransformDirection(avoidance.outputValue) * 10);
|
||||
// // Debug.Log($"Avoidance {roaming.avoidance.outputValue} Roaming {roaming.output.outputValue} Total {totalForce.outputValue}");
|
||||
// // Debug.Log($"WorldForce {worldForce} velocity {velocity} inertia {sc.inertia}");
|
||||
// Gizmos.color = Color.blue;
|
||||
// Gizmos.DrawRay(transform.position, this.velocity * 10);
|
||||
// }
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user